Races

Brittonian

Ordinary looking, life is cheap and thieves' dens are two-a-penny in a Brittonian tribe. War is when a Britt really shines, quick wits and even quicker fingers enable them to use skills passed down for generations to stash resources for later use. Up to no good? You bet your life they are!

Racial Abilities

  • Renowned Thieves: Engineered Explosives and Cut Supply grant 0.5 additional crowns per fame, per building destroyed
  • Home to Thieves: Homes hold 50 thieves in addition. Hideouts hold 75 thieves (but no citizens)

Military Units

Class Off/Def Cost
Basic Thug 0/0 50 cr
Off Highwayman 6/0 625 cr
Def Lawyer 0/5 600 cr
Elite Marauder 4/7 1,200 cr
Thief Rogue 0/0 50 cr

Dark Elf

What is darker than a Dark Elf? Not much... the terrifying power gained through study of the dark arts has twisted these elves into pure evil. Wicked magic is their specialty, combine this with their extraordinary magic skill and you have the very best race for offensive magic.

Racial Abilities

  • Supermage: +10 ML
  • Evil: increased success rate for dark spells
  • Selfish: Cannot cast alliance spells on allies

Military Units

Class Off/Def Cost
Basic Slinger 0/0 100 cr
Off Nightstalker 4/0 400 cr
Def Sorcerer 0/5 400 cr
Elite Nightrider 6/7 1,200 cr
Thief Assassin 0/0 350 cr

Dwarf

They might be short but they sure are mighty! Dwarves are keen warriors and flexible tribespeople. Building and mining skills honed through the generations ensure they are the quickest of all races to convert from growth/war/defensive builds, the little people are very versatile and quick to react.

Racial Abilities

  • Faster: x2 building speed (build in 2 ticks)
  • Richer: +20% mine income bonus

Military Units

Class Off/Def Cost
Basic Grunt 0/0 50 cr
Off Hammer Smasher 5/2 475 cr
Def Mortar Team 0/6 600 cr
Elite Grey Beard 7/3 850 cr
Thief Short Cloak 0/0 250 cr

Fairy

Hard to see with the naked eye, this race is pure goodness. You're in luck if a Fairy is on your side as they are the only race that is able to cast "self-spells" on allies. Useful in team strategies and the saviour of many of their friends, it really is time to believe in Fairies!

Racial Abilities

  • Healer: cast self-spells on allies
  • I don't believe it: failed spells of any kind do not appear in enemies news

Military Units

Class Off/Def Cost
Basic Sprite 0/0 100 cr
Off Succubus 3/0 300 cr
Def Fairy Godfather 0/5 450 cr
Elite Fay Queen 0/9 1,000 cr
Thief Nymph 0/1 250 cr

High Elf

A handsome race but don't they know it! Vanity combined with a talent for social manipulation means that famous High Elves use the influence they gain to reach their goals, regardless of the cost to their enemies. The HE troops use the magic of their ancient ancestors to grant themselves immortality ahead of their planned attacks.

Racial Abilities

  • Immortality: All units are immortal in combat
  • Vanity: Each point of fame gives 0.003% damage dealt and land gained on attacks, and 0.002% reduced magic damage from enemy spells

Military Units

Class Off/Def Cost
Basic Slinger 0/0 50 cr
Off Sage 6/0 600 cr
Def Longbowmen 0/6 600 cr
Elite Priestess 9/4 1,100 cr
Thief Rogue 0/0 350 cr

Hobbit

A Hobbit friend is a friend for life, these short but big-hearted people will help you when you need it most. As well as having the fastest thieves, this is the only race that can provide aid to alliance mates. The Hobbit’s tendency for feasting can be a burden however as they will eat you out of house and home!

Racial Abilities

  • Nimble: a further -1 tick thief return time (2 tick thief return time)
  • Selfless: able to provide aid to allies via Weather's Light and Templu Amblo
  • Greedy: 150% food required

Military Units

Class Off/Def Cost
Basic Dimwit 0/0 100 cr
Off Snecklifter 4/0 400 cr
Def Flibbertigibbert 0/5 450 cr
Elite Mugwump 0/7 850 cr
Thief Snollygoster 0/2 250 cr

Mori Hai

An evolved form of Ork, what they lost of their brute force they gained in cunning, finding new ways to use homes in clever ways. With more citizens at their disposal and a near constant supply of thief plans, the resilient Mori tribe leader is able to quickly order retaliation in various guises.

Racial Abilities

  • Pop boost: 45% homes allowed
  • Homes give thief plans (1 Home = 2/5th Hideouts)
  • Ready to go: +9% starting money

Military Units

Class Off/Def Cost
Basic Gnome 0/0 100 cr
Off Goblin 6/0 625 cr
Def Engineer 0/5 500 cr
Elite Mountain Ogre 5/5 900 cr
Thief Assassin 0/2 225 cr

Nazgul

Soulless creatures experimented on with evil necromancy, the Nazgul believe their “curse” to be a gift. The Nazgul have strong resistances due to the ancient curse placed on them.

Racial Abilities

  • Cannot Explore or Land Claim
  • 3 hour returntime
  • 0.00666% per fame chance of attacks not showing in alliance news
  • +100% land gained from raid

Military Units

Class Off/Def Cost
Basic Soulless 0/0 50 cr
Off Black Rider 5/0 375 cr
Def Numen 0/6 600 cr
Elite Wraith 12/12 1,800 cr
Thief Shadow 0/0 350 cr

Templar

Human scholars who became consumed with religious zeal and regard magic as the answer to their prayers. Their sacred churches are blessed with additional powers and they use this power to root out what they see as un-pureness on others. Hard to kill and twice as nuts, other races, particularly mages are wise to tread carefully around the order of the Templars.

Racial Abilities

  • 1 Cleric per Acre gives 1 Mage Level (does not stack with Academies)
  • Churches count as 1/2 Weaponry
  • Can have 45% homes
  • Cannot build Hideouts

Military Units

Class Off/Def Cost
Basic Monk 0/0 50 cr
Off Knight 5/0 500 cr
Def Archpriest 0/5 450 cr
Elite Paladin 6/6 1,050 cr
Mystic Cleric 2/0 350 cr

Uruk Hai

An advanced race of Orc that is tough as old boots, a true warrior. Their one aim in life is to loot, kill and destroy and they excel at murdering enemy forces. These are the monster under your bed.

Racial Abilities

  • +25% enemy losses when attacking
  • Brute Force: +10% offence (stacks on all other bonuses)
  • +20% increased building damage when attacking

Military Units

Class Off/Def Cost
Basic Pit Spawn 0/0 50 cr
Off Hill Troll 7/0 700 cr
Def Ogre Shaman 0/7 750 cr
Elite Half-Giant 11/4 1,250 cr
Thief Blackguard 0/0 250 cr

Wizard

Wizards are tall thoughtful characters who are keen to discover the world around them. No other race can explore as quickly and cheaply as a Wizard on horseback. Not only are they handy with a spell-book but in times of trouble they have been known to use that magical staff to wallop enemies a good one too!

Racial Abilities

  • Cheapest explorer (20% reduced costs)
  • Fastest explorer (1 tick quicker)
  • Wisdom: 20% bonus to lab production

Military Units

Class Off/Def Cost
Basic Apprentice 1/0 100 cr
Off Templar Knight 6/0 600 cr
Def Sorcerer 0/6 500 cr
Elite Grey Wizard 6/4 900 cr
Thief Magician 1/0 300 cr

Wood Elf

With a powerful affinity for nature suffused in a romantic knowledge of the birds and the bees, Wood Elves are the quickest to recover their population in times of crisis. However peace and love do not extend to their enemies, upset a WE to your peril, their magically quick-filling and extra-filled thief hideouts make them a force of nature indeed.

Racial Abilities

  • Fruity: +15% Birth Rate
  • Quickie: +25% TP regeneration rate
  • Deadly: +25% maximum thief plans

Military Units

Class Off/Def Cost
Basic Slinger 0/0 75 cr
Off Woodrider 5/0 600 cr
Def Druid 0/6 600 cr
Elite Tree Ent 0/9 1,050 cr
Thief Grassrunner 0/1 100 cr